Monster: Horned Knight

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ssfsx17
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Monster: Horned Knight

Post by ssfsx17 »

One day, I was looking up information about the Teutonic Knights. My first thought was, "Are these guys from some kind of fantasy novel?" But no, they were real, and they really wore helmets with horns on them. I've decided to play the telephone game a bit with the Teutonics, also mixing in lies that were spread about other knightly orders, and present:
HORNED KNIGHT

NO. ENCOUNTERED: 1-4, 10-100

SIZE: Medium

HD: 12 (d10)

MOVE: 30 ft.

AC: 20

ATTACKS: Weapon (varies)

SPECIAL: Control mount, ego blast, knightly abilities, self destruction

SAVES: P

INT: Average

ALIGNMENT: Lawful Evil

TYPE: Fiend

TREASURE: 12

XP: 3000+10

Horned Knights have given up their humanity and soul to extraplanar forces in exchange for power. They are so named because of the fanciful twin horns that adorn their helmets. The horns grow and become increasingly elaborate according to the horned knight's career. Killing a horned knight and removing its armor shall reveal a body so terribly twisted and demented that it would have been better not to see it. On the rare occasion when the horned knights decide to speak languages which are understandable by mortals, they call each other "rider-brother."

The first Horned Knights originally came from a dark knightly order that worshipped evil spirits from other planes. They subjugated several cities by force and sieged the surrounding peoples with great ferocity, only stopped by sheer numbers. Just as they were about to be defeated, they made the pact of transformation, binding their armor permanently to their bodies and becoming what they are today. The dark knightly order persists in the present and continues to recruit others for its dark cause.

Control Mount: A horned knight may cast an evil spell upon any mount animal in order to force it to serve him. The spell takes about ten minutes to cast and may be resisted by a successful charisma save. If the spell is successful, the animal falls under the knight's control. It grows steel horns on its head, and if it lives for a particularly long amount of time under the knight's control, will grow other steel protrusions as well.

Ego Blast: A horned knight may speak an evil incantation to a single target. The incantation seems to make absolutely no sense whatsoever, except to the target, who feels the pure anger and chaos represented by the words - if they can even be called "words" or "speech." The victim must make a charisma saving throw to resist the ego blast. On a failed saving throw, the victim's intelligence, wisdom and charisma are reduced to totally nonfunctional levels for an hour. If a creature successfully saves against an ego blast, it becomes immune to the technique for the rest of its life.

Knightly Abilities: Horned knights have all of the abilities of 12th-level knights.

Self Destruction: A horned knight may cause his body to implode into a vile wreck of flesh and steel. An HD 1 Barghest emerges from the knight's remains after one round. The horned knight must have at least eight hit points in order to perform self destruction.
C&C/D&D-related writings, Cortex Classic material, and other scraps: https://sites.google.com/site/x17rpgstuff/home

Class-less D&D: https://github.com/ssfsx17/skill20

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clavis123
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Post by clavis123 »

Good work. Especially appropriate for a dark fantasy or swords & sorcery style campaign.
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Treebore
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Post by Treebore »

Not to mention accompany Death Knights around.

Nice.
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Turanil
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Post by Turanil »

Interesting chaos warrior concept that would fit well in a Warhammer-inspired game. That said I will suggest two things:

1) TYPE: Aberration

There is no "Fiend" type in C&C, and I think Aberration fits very well with the description.

2) Since the Knight class get followers at higher levels, and since the Horned Knights are said to convert people, I suggest a type of inferior minions, some kind of foot soldiers of 1 to 4 HD, whose mind would be completely dumb and submitted to the Horned Knight's will, and maybe physically warped in some way.
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angelius
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Post by angelius »

LOL this gives me an idea for bad guys in my webcomic ...

"Horny Knights of the Black Legion"

hahahhaa... sigh...
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ssfsx17
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Post by ssfsx17 »

Horned Knights have no "dumb" followers, except perhaps that the act of following them could be considered to be "dumb." Everyone under them is willing, and would do all kinds of things to have more power. Not implying anything about the priests of the order, nope.
HORNED ADVOCATE

NO. ENCOUNTERED: 4-8, 50-200

SIZE: Medium

HD: 3 (d10)

MOVE: 30 ft.

AC: 18

ATTACKS: Weapon (varies)

SPECIAL: Spell-like ability, knightly abilities

SAVES: P

INT: Average

ALIGNMENT: Lawful Evil

TYPE: Aberration

TREASURE: 3

XP: 40+3

Horned Advocates are not trusted with any of the secrets of the order. They are usually given menial tasks, like sieging and conquering castles, ruling villages with terror, and torturing souls. They may also be given command of initiates, who are mere humanoids who are not granted any powers at all.

Spell-Like Ability: Advocates may use spoil food and drink, a reversed version of purify food and drink, once per day.

Knightly Abilities: Advocates have all of the abilities of 3rd-level knights.
HORNED SQUIRE

NO. ENCOUNTERED: 2-8, 20-200

SIZE: Medium

HD: 7 (d10)

MOVE: 30 ft.

AC: 19

ATTACKS: Weapon (varies)

SPECIAL: Spell-like ability, knightly abilities

SAVES: P

INT: Average

ALIGNMENT: Lawful Evil

TYPE: Aberration

TREASURE: 7

XP: 305+7

Horned Squires have proven themselves worthy of being inducted into the inner circle of the order. They do not yet have their horns, but their bodies already begin to transform into most grotesque shapes. They must further prove their usefulness and loyalty before they are given their horns and transformed into full Horned Knights. They are usually given command of a minor stronghold, a few horned advocates and a large quantity of mundane followers.

It is possible to cleanse a Horned Squire and make him mortal again through a combination of repentance, willingness to change, prayer and divine intervention. But, it is rare for anyone to quit the order. Any knight who would seek to enter the inner circle must have already had a twisted soul of his own accord.

Spell-like Ability: Horned Squires may use charm person or animal once per day.

Knightly Abilities: Horned Squires have all of the abilities of 7th-level knights.
C&C/D&D-related writings, Cortex Classic material, and other scraps: https://sites.google.com/site/x17rpgstuff/home

Class-less D&D: https://github.com/ssfsx17/skill20

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